Those of you who pay attention to detail will notice that there is a folder named Mingw64 in the distribution, which contains a zip file and a readme. The zipped file contains the 64-bit version of the compiler, which unfortunately I cannot do anything with since I don't have a 64-bit operating system handy. It is a complete, ready-to-run environment for 64-bits, but anyone who would like to use it will have to unzip the file at the location it is, rename the Mingw64 folder to Mingw (and of course rename the existing Mingw folder to something else first) and rebuild all the game's dependencies, plus the executable of course. In other words, the task requires someone who knows what they are doing. It's not easy, but here it is for whomever would like to take the plunge.

I keep looking at this... but I know it's beyond my ken. Is there a chance of it being made usable for dumb pilots in the near future?

Those of you who pay attention to detail will notice that there is a folder named Mingw64 in the distribution, which contains a zip file and a readme. The zipped file contains the 64-bit version of the compiler, which unfortunately I cannot do anything with since I don't have a 64-bit operating system handy. It is a complete, ready-to-run environment for 64-bits, but anyone who would like to use it will have to unzip the file at the location it is, rename the Mingw64 folder to Mingw (and of course rename the existing Mingw folder to something else first) and rebuild all the game's dependencies, plus the executable of course. In other words, the task requires someone who knows what they are doing. It's not easy, but here it is for whomever would like to take the plunge.

It is not going to be as easy as just typing make debug=no for this one. The problem in the first Obj-C file being compiled is a BOOL definition that fails to be found (probably something to do with the MinGW 64 Winapi headers), but before tackling that, have you already built all the support dlls? Even if you do build 64-bit Oolite, it will not run without the 64-bit versions of all its support libraries.

I can tell you that by the time you are done building the last one of them, you will already know more than enough to be able to find a solution to the BOOL problem without external help. Be prepared for a long trip.

I can see what you mean. Even trying to build the dependencies in 64 bit is not very straight forward, so I can see why this hasn't been a task anyone's eager to under take. But I will see what I can do, even though I fear this way be way beyond my knowledge and capabilities...

All the resources necessary to build the 64-bit trunk version of Oolite were committed to the github repository today.

Following that, the development environment for building the game has been updated once more. The compiler used now is GCC 4.7.1 for the x64 target by default. However, there is the option of switching back to the 32-bit original compiler if one so wishes. See the first post for more details. Since we have moved away from svn, the building instructions have been updated to work with git.

If you discover problems or any inaccuracies in the instructions give us a shout.

All the resources necessary to build the 64-bit trunk version of Oolite were committed to the github repository today.

Following that, the development environment for building the game has been updated once more. The compiler used now is GCC 4.7.1 for the x64 target by default. However, there is the option of switching back to the 32-bit original compiler if one so wishes. See the first post for more details. Since we have moved away from svn, the building instructions have been updated to work with git.

If you discover problems or any inaccuracies in the instructions give us a shout.

Thanks AC.
Stellar effort. I really appreciate this.

_________________"A brilliant game of blasting and trading... Truly a mega-game... The game of a lifetime."(Gold Medal Award, Zzap!64 May 1985).